Thanks for the question. The current way to make a pokemon evolve to a specific evolution is not very intuitive, honestly.
I'll post an update changing the way species with multiple evolutions evolve. From now on, using the final stage in the PBS (or in a function) will set the pokemon to a...
I've never used Essentials Deluxe before, I installed it to test it working with my plugin quickly, and it seemed to work just fine on the trainer side, both regular battles and Deluxe Battles.
Wild Deluxe Battles did not work automatically, and EBDX Boss Battles (which I'm more familiar with)...
You can remove this line: pokemon.species = GameData::Species.get(pokemon.species).get_baby_species # revert to the first stage from the method setNewStage(pokemon) in 003_Script.rb. I will also update the plugin to include this feature soon, including a temporary setting and an option in the...
You don't need to define any variable, you should just set their values to one of the ids. If you are confused because there is no "Trainer difficulty" variable, don't worry, you are supposed to name it yourself, what matters is that you're changing variables 99 and 100 values. If you are still...
Don't worry, Ruby knowledge is not necessary, and if you are not using these variables, you have successfully installed the plugin, and you don't need to mess around with the settings if you don't feel comfortable about it. You can proceed to select a difficulty to activate the plugin, by...
Add setTemporarySetting method, an updated version of setSettings.
Add getScaledLevel method, for difficulty-based gift pokemon, trades, and fixed encounters.
Updated docs.
Thanks for the compliments again. Check if deerling is included in the POKEMON_WITH_REGIONAL_FORMS array of your Settings file, if it is, the problem is probably with another script.
If you are using v19, I did not include the galarian meowth code, because v19 did not include gen 8 pokemon natively. If you're using Generation 8 Project or implemented them yourself, you can change this code, starting at line 101 of 003_Script.rb:
if form >= evolutions.length # regional form...
I'm not sure exactly what you mean, but if you want to change the values of first_evolution_level or second_evolution_level for a specific trainer or group of trainers during the game, you can call AutomaticLevelScaling.setSettings(first_evolution_level: level) in an event and call it again...
Thanks for remembering me, but I don't think having every single pokemon with alternative forms in the array would be necessary. I think people should insert them if they need them in a specific form, otherwise, variety and randomness can make the battle funnier IMO. Anyway, I added these and...
Thanks for recommending my script! This script looks like a great and much less radical approach for level scaling. I like seeing people can get more choices the way they're going to do their level scaling now.